Rooftop

CP rooftop B6

Aug 23, 2008
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cp_rooftop is a 3cp standin style map set amidst a nighttime cityscape. The original idea was for a mirror's edge influenced ctf map, but it ended up morphing into a standin style map, split apart by the central building.

The playable space of the map is pretty much complete, but I'm reworking the exterior spaces of the map to get something a bit more jumbled and chaotic and which will work a bit better with the urban skybox props, and the soho theme. Things are still very much WIP on that front: half the exterior space is missing, no skybox yet, and most of the buildings are very uniform in color and texture, something I'm looking to change with some additional custom content.

I'm using the flowers from Heyo's borneo set.
 
Last edited:
Sep 7, 2012
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Maybe fix this spot, there's not much you can do from here but it's still probably a little broken.

cp_rooftop_b40010.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
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01F399BB71A583E2B8314FDF6146C3CA13BBEAC2


Something I noticed. The prop disappears or the areaportal closes or something when I stand here in third person. Is it because area portals use the player position instead of the actual camera to determine visibility?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
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I think I dig the art direction.
 

Dev

L1: Registered
Jan 9, 2014
8
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This map reminds me of that rooftop-style map in Unreal Tournament, and it also reminds me of skyscraper from Mario Kart 64, i.e I really like how it looks. v. well done
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
It reminded me of the No Mercy finale. Which someone actually did make a TF2 map out of at one point.
 

ChuckSpurgeon

L2: Junior Member
Jan 6, 2014
52
10
I love this map! It does, indeed, remind me of my old Unreal days!

My triple-jumping, Force-a-nature scout REALLY likes it. :)
 
Aug 23, 2008
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Updated to B5. Entire exterior of the map is (somewhat) detailed, though some parts are rough and need to be reworked. No skybox still, but that should be very easy to set up for next version.
 
Sep 19, 2010
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We played your map the other day (and by that I mean a week or so ago) and I really enjoyed it! Gameplay was good and it ran really smooth for me, which is always a plus. However, I did have trouble finding ammo around mid. I eventually ran into some in that area, but it was hard for me to remember how to get back to it haha.
 
Aug 23, 2008
404
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We played your map the other day (and by that I mean a week or so ago) and I really enjoyed it! Gameplay was good and it ran really smooth for me, which is always a plus. However, I did have trouble finding ammo around mid. I eventually ran into some in that area, but it was hard for me to remember how to get back to it haha.

The lack of ammo in middle is largely an attempt to prevent engineers turtling up on B. I could very easily put a small ammo or two in the B room, but I fear that you would end up with some really ridiculous sentry nests.
 
Aug 23, 2008
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B6 is out. I finished up some of the detail work for the exterior of the map as well as a skybox, but I'm not super please with how it looks or works. A lot of the skybox buildings look incredibly out of place: Realistically, I could see using one or two of the buildings further back in the skybox, but since I lack any real soho style skybox props they will have to do for now. I'm happy with how the C side looks detail wise, but the A side bothers me for some reason.